Beispiel #1
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def _register_bench_mirror():
    register_entity_sprite_initializer(
        Sprite.WALL_BENCH_MIRROR,
        SpriteInitializer("resources/graphics/wall_bench_mirror.png",
                          (35, 70)), (0, -50))
    register_wall_data(WallType.BENCH_MIRROR,
                       WallData(Sprite.WALL_BENCH_MIRROR, (35, 20)))
Beispiel #2
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def _register_light_pole():
    register_entity_sprite_initializer(
        Sprite.WALL_LIGHT_POLE,
        SpriteInitializer("resources/graphics/wall_lightpole.png", (35, 105)),
        (0, -80))
    register_wall_data(WallType.LIGHT_POLE,
                       WallData(Sprite.WALL_LIGHT_POLE, (35, 25)))
Beispiel #3
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def _register_weapon_rack():
    register_entity_sprite_initializer(
        Sprite.WALL_WEAPON_RACK,
        SpriteInitializer("resources/graphics/wall_weapon_rack.png",
                          (50, 100)), (0, -70))
    register_wall_data(WallType.WEAPON_RACK,
                       WallData(Sprite.WALL_WEAPON_RACK, (50, 30)))
Beispiel #4
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def _register_decorated_table():
    register_entity_sprite_initializer(
        Sprite.WALL_DECORATED_TABLE,
        SpriteInitializer("resources/graphics/wall_table_candles.png",
                          (100, 75)), (-5, -35))
    register_wall_data(WallType.DECORATED_TABLE,
                       WallData(Sprite.WALL_DECORATED_TABLE, (90, 40)))
Beispiel #5
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def _register_altar():
    sprite = Sprite.WALL_ALTAR
    sprite_sheet = SpriteSheet("resources/graphics/wall_altar.png")
    original_sprite_size = (88, 38)
    scaled_sprite_size = (100, 50)
    indices_by_dir = {Direction.DOWN: [(0, 0)]}
    register_entity_sprite_map(sprite, sprite_sheet, original_sprite_size, scaled_sprite_size, indices_by_dir, (0, -13))
    register_wall_data(WallType.ALTAR, WallData(sprite, (100, 25)))  # table is roughly 13px tall
Beispiel #6
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def _register_statue():
    sprite = Sprite.WALL_STATUE
    sprite_sheet = SpriteSheet("resources/graphics/human_tileset.png")
    original_sprite_size = (32, 64)
    scaled_sprite_size = (50, 100)
    indices_by_dir = {Direction.DOWN: [(13, 3)]}
    register_entity_sprite_map(sprite, sprite_sheet, original_sprite_size, scaled_sprite_size,
                               indices_by_dir, (-4, -54))
    register_wall_data(WallType.STATUE, WallData(sprite, (42, 46)))
Beispiel #7
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def _register_chair():
    sprite = Sprite.WALL_CHAIR
    sprite_sheet = SpriteSheet("resources/graphics/human_tileset.png")
    original_sprite_size = (32, 32)
    scaled_sprite_size = (50, 50)
    indices_by_dir = {Direction.DOWN: [(7, 0)]}
    register_entity_sprite_map(sprite, sprite_sheet, original_sprite_size, scaled_sprite_size,
                               indices_by_dir, (0, 0))
    register_wall_data(WallType.WALL_CHAIR, WallData(sprite, (50, 50)))
Beispiel #8
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def _register_wall():
    size = (25, 25)
    sprite = Sprite.WALL
    sprite_sheet = SpriteSheet("resources/graphics/stone_tile.png")
    original_sprite_size = (410, 404)
    scaled_sprite_size = (size[0] - 1, size[1] - 1)
    indices_by_dir = {Direction.DOWN: [(0, 0)]}
    register_entity_sprite_map(sprite, sprite_sheet, original_sprite_size,
                               scaled_sprite_size, indices_by_dir, (1, 1))
    register_wall_data(WallType.WALL, WallData(sprite, size))
Beispiel #9
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def _register_shelves():
    sprites = [Sprite.WALL_SHELF_EMPTY, Sprite.WALL_SHELF_HELMETS, Sprite.WALL_SHELF_ARMORS]
    wall_types = [WallType.SHELF_EMPTY, WallType.SHELF_HELMETS, WallType.SHELF_ARMORS]
    indices = [(1, 0), (1, 1), (1, 2)]
    sprite_sheet = SpriteSheet("resources/graphics/human_tileset.png")
    original_sprite_size = (64, 32)
    scaled_sprite_size = (100, 50)
    for i in range(3):
        register_entity_sprite_map(sprites[i], sprite_sheet, original_sprite_size, scaled_sprite_size,
                                   {Direction.DOWN: [indices[i]]}, (0, -25))
        register_wall_data(wall_types[i], WallData(sprites[i], (100, 25)))
Beispiel #10
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def _register_stone_crosses():
    sprites = [Sprite.WALL_STONE_CROSS_FLOWERS]
    wall_types = [WallType.STONE_CROSS_FLOWERS]
    indices = [(15, 3)]
    sprite_sheet = SpriteSheet("resources/graphics/human_tileset.png")
    original_sprite_size = (32, 64)
    scaled_sprite_size = (50, 100)
    for i in range(len(sprites)):
        register_entity_sprite_map(sprites[i], sprite_sheet,
                                   original_sprite_size, scaled_sprite_size,
                                   {Direction.DOWN: [indices[i]]}, (-7, -54))
        register_wall_data(wall_types[i], WallData(sprites[i], (42, 39)))
Beispiel #11
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def _register_beds():
    sprites = [Sprite.WALL_BED_1, Sprite.WALL_BED_2, Sprite.WALL_BED_3]
    wall_types = [WallType.BED_1, WallType.BED_2, WallType.BED_3]
    sprite_sheet = SpriteSheet("resources/graphics/wall_beds.png")
    indices = [(0, 0), (2, 0), (3, 0)]
    original_sprite_size = (32, 80)
    scaled_sprite_size = (36, 90)
    for i in range(len(sprites)):
        register_entity_sprite_map(sprites[i], sprite_sheet,
                                   original_sprite_size, scaled_sprite_size,
                                   {Direction.DOWN: [indices[i]]}, (0, -20))
        register_wall_data(wall_types[i], WallData(sprites[i], (36, 70)))
Beispiel #12
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def _register_pillows():
    register_entity_sprite_initializer(
        Sprite.WALL_PILLOW,
        SpriteInitializer("resources/graphics/wall_pillow.png", (40, 30)),
        (0, 0))
    register_wall_data(WallType.PILLOW, WallData(Sprite.WALL_PILLOW, (40, 30)))
    register_entity_sprite_initializer(
        Sprite.WALL_PILLOWS_2,
        SpriteInitializer("resources/graphics/wall_pillows_2.png", (40, 35)),
        (0, -5))
    register_wall_data(WallType.PILLOWS_2,
                       WallData(Sprite.WALL_PILLOWS_2, (40, 30)))
Beispiel #13
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def _register_baskets():
    sprites = [Sprite.WALL_BASKET_EMPTY, Sprite.WALL_BASKET_FRUIT]
    wall_types = [WallType.BASKET_EMPTY, WallType.BASKET_FRUIT]
    sprite_sheet = SpriteSheet("resources/graphics/human_tileset.png")
    indices = [(4, 15), (5, 15)]
    original_sprite_size = (32, 32)
    scaled_sprite_size = (50, 50)
    for i in range(len(sprites)):
        register_entity_sprite_map(sprites[i], sprite_sheet,
                                   original_sprite_size, scaled_sprite_size,
                                   {Direction.DOWN: [indices[i]]}, (0, -25))
        register_wall_data(wall_types[i], WallData(sprites[i], (50, 25)))
Beispiel #14
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def _register_barrels():
    sprites = [Sprite.WALL_BARREL_1, Sprite.WALL_BARREL_2, Sprite.WALL_BARREL_3, Sprite.WALL_BARREL_4,
               Sprite.WALL_BARREL_5, Sprite.WALL_BARREL_6]
    wall_types = [WallType.BARREL_1, WallType.BARREL_2, WallType.BARREL_3, WallType.BARREL_4, WallType.BARREL_5,
                  WallType.BARREL_6]
    indices = [(3, 11), (3, 12), (4, 11), (4, 12), (5, 11), (5, 12)]
    sprite_sheet = SpriteSheet("resources/graphics/human_tileset.png")
    original_sprite_size = (32, 32)
    scaled_sprite_size = (50, 50)
    for i in range(6):
        register_entity_sprite_map(sprites[i], sprite_sheet, original_sprite_size, scaled_sprite_size,
                                   {Direction.DOWN: [indices[i]]}, (0, -25))
        register_wall_data(wall_types[i], WallData(sprites[i], (50, 25)))
Beispiel #15
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def _register_signs():
    sprites = [
        Sprite.WALL_SIGN_SMALL, Sprite.WALL_SIGN_MULTI,
        Sprite.WALL_SIGN_LARGE_EMPTY, Sprite.WALL_SIGN_LARGE_NOTES
    ]
    wall_types = [
        WallType.SIGN_SMALL, WallType.SIGN_MULTI, WallType.SIGN_LARGE_EMPTY,
        WallType.SIGN_LARGE_NOTES
    ]
    sprite_sheet = SpriteSheet("resources/graphics/human_tileset.png")
    indices = [(14, 2), (13, 2), (13, 1), (14, 1)]
    original_sprite_size = (32, 32)
    scaled_sprite_size = (50, 50)
    for i in range(len(sprites)):
        register_entity_sprite_map(sprites[i], sprite_sheet,
                                   original_sprite_size, scaled_sprite_size,
                                   {Direction.DOWN: [indices[i]]}, (0, -25))
        register_wall_data(wall_types[i], WallData(sprites[i], (50, 25)))
Beispiel #16
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def _register_chairs():
    sprites = [
        Sprite.WALL_CHAIR_DOWN, Sprite.WALL_CHAIR_UP, Sprite.WALL_CHAIR_RIGHT,
        Sprite.WALL_CHAIR_LEFT
    ]
    wall_types = [
        WallType.CHAIR_DOWN, WallType.CHAIR_UP, WallType.CHAIR_RIGHT,
        WallType.CHAIR_LEFT
    ]
    sprite_sheet = SpriteSheet("resources/graphics/human_tileset.png")
    original_sprite_size = (32, 32)
    scaled_sprite_size = (50, 50)
    indices = [(4, 0), (5, 0), (6, 0), (7, 0)]
    for i in range(len(sprites)):
        indices_by_dir = {Direction.DOWN: [indices[i]]}
        register_entity_sprite_map(sprites[i], sprite_sheet,
                                   original_sprite_size, scaled_sprite_size,
                                   indices_by_dir, (0, 0))
        register_wall_data(wall_types[i], WallData(sprites[i], (50, 50)))
Beispiel #17
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def _register_pillar():
    register_entity_sprite_initializer(
        Sprite.WALL_PILLAR,
        SpriteInitializer("resources/graphics/wall_pillar.png", (55, 110)),
        (0, -60))
    register_wall_data(WallType.PILLAR, WallData(Sprite.WALL_PILLAR, (50, 50)))
Beispiel #18
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def _register_well():
    register_entity_sprite_initializer(
        Sprite.WALL_WELL,
        SpriteInitializer("resources/graphics/wall_well.png", (85, 75)),
        (0, -10))
    register_wall_data(WallType.WELL, WallData(Sprite.WALL_WELL, (75, 65)))
Beispiel #19
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def _register_directional_wall(wall_type, sprite, sprite_sheet_path, sprite_sheet_index):
    register_entity_sprite_map(
        sprite, SpriteSheet(sprite_sheet_path), (21, 21), (25, 25),
        {Direction.DOWN: [sprite_sheet_index]}, (0, 0))
    register_wall_data(wall_type, WallData(sprite, (25, 25)))